Merge feature/catan-engine into dev
Brings in the Katan rules engine, board, model and AI (WALA-119), its 51 unit tests and docs/RULES-catan.md. Only conflict was docs/README.md, which the GitHub-lineage migration had dropped: kept the engine branch's index and pointed the CI link (docs/CI.md no longer exists) at the root README. Co-Authored-By: Claude Sonnet 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JdMNbY5hLR7FjtfEE712xG
This commit is contained in:
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package org.prolibertate.games.game.catan
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import org.prolibertate.games.game.engine.GameAi
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/**
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* A heuristic Catan opponent.
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*
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* It plays a legal, mildly strategic game: it settles on the best-producing
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* intersections it can reach, raises cities, chases Largest Army with its
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* knights, spends its progress cards when they complete something, trades
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* its surplus to the bank or the table to close a one-card gap, and robs
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* whoever is winning.
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*
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* Honesty is a design constraint, not an accident: this runs on the host,
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* where the authoritative state is fully visible. It reads only public
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* information — terrain, numbers, buildings, roads, resource counts,
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* dev-card counts, knights played — plus its own hand, and never looks
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* into the deck, another seat's development cards, or the seed beyond the
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* roll the rules derive from it.
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*/
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class CatanAi : GameAi<CatanState, CatanMove> {
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override fun chooseMove(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove {
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require(legal.isNotEmpty() || state.phase == CatanPhase.PLAYING) {
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"No legal move for seat $seat"
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}
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return when (state.phase) {
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CatanPhase.SETUP_FIRST, CatanPhase.SETUP_SECOND ->
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chooseSetup(state, seat, legal.filterIsInstance<SetupPlace>())
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CatanPhase.AWAIT_ROLL -> legal.first { it is RollDice }
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CatanPhase.DISCARDING -> chooseDiscard(state, seat, legal.filterIsInstance<Discard>())
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CatanPhase.ROBBER -> chooseRobber(state, seat, legal.filterIsInstance<MoveRobber>())
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CatanPhase.FREE_ROADS -> chooseFreeRoad(state, seat, legal)
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CatanPhase.TRADE_PENDING -> chooseResponse(state, seat, legal)
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CatanPhase.PLAYING -> choosePlaying(state, seat, legal)
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CatanPhase.GAME_OVER -> legal.firstOrNull()
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?: error("The game is over; nobody chooses a move")
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}
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}
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// -----------------------------------------------------------------------
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// Setup
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// -----------------------------------------------------------------------
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private fun chooseSetup(state: CatanState, seat: Int, places: List<SetupPlace>): SetupPlace {
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require(places.isNotEmpty()) { "No legal settlement placement" }
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return places.maxByOrNull { place ->
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spotValue(state, place.vertex) +
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0.25 * placeDirection(state, place)
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} ?: places.first()
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}
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/**
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* Where the setup road points: the best settlement spot two edges out
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* through the far end of the road. The vertex next to the new
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* settlement can never hold one (the distance rule), so what a road is
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* worth is what it reaches past it.
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*/
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private fun placeDirection(state: CatanState, place: SetupPlace): Double {
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val far = CatanBoard.otherEnd(place.edge, place.vertex)
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return CatanBoard.VERTEX_NEIGHBORS[far]
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.filter { it != place.vertex && it !in CatanBoard.VERTEX_NEIGHBORS[place.vertex] }
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.maxOfOrNull { spotValue(state, it) }
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?: 0.0
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}
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// -----------------------------------------------------------------------
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// Dice, discards and the robber
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// -----------------------------------------------------------------------
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private fun chooseDiscard(state: CatanState, seat: Int, discards: List<Discard>): Discard {
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require(discards.isNotEmpty()) { "No legal discard" }
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// Throw away what it wants least; grain and ore are the city, wool
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// is mostly a dev-card tax.
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return discards.minByOrNull { discard ->
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discard.cards.sumOf { want(it) }
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} ?: discards.first()
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}
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private fun chooseRobber(state: CatanState, seat: Int, moves: List<MoveRobber>): MoveRobber {
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require(moves.isNotEmpty()) { "No legal robber move" }
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val points = CatanRules.publicVictoryPoints(state)
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return moves.maxByOrNull { move ->
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val hex = CatanBoard.hexIndex.getValue(move.hex)
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var score = 0.0
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for (v in CatanBoard.HEX_CORNERS[hex]) {
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val building = state.buildings[v] ?: continue
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if (building.owner == seat) continue
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val worth = if (building.type == BuildingType.CITY) 2 else 1
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score += worth * CatanBoard.numberOdds(state.numbers[hex]) / 36.0
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}
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if (move.victim != null) {
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score += 0.15 * state.resourceCount(move.victim) +
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0.3 * points[move.victim]
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}
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score
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} ?: moves.first()
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}
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// -----------------------------------------------------------------------
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// The main phase
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// -----------------------------------------------------------------------
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private fun choosePlaying(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove {
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// A city doubles the best production the seat already owns.
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legal.filterIsInstance<BuildCity>().maxByOrNull {
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spotValue(state, it.vertex)
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}?.let { return it }
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legal.filterIsInstance<BuildSettlement>().maxByOrNull {
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spotValue(state, it.vertex)
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}?.let { return it }
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// A knight is worth playing whenever one is playable: it blocks an
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// opponent's best hex and marches toward Largest Army.
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legal.filterIsInstance<PlayKnight>().firstOrNull()?.let { return it }
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yearOfPlenty(state, legal)?.let { return it }
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monopoly(state, legal)?.let { return it }
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// Road Building is worth two free segments whenever there is
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// somewhere to put them.
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if (legal.filterIsInstance<PlayRoadBuilding>().isNotEmpty() &&
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legal.filterIsInstance<BuildRoad>().size >= 2
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) {
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return legal.filterIsInstance<PlayRoadBuilding>().first()
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}
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legal.filterIsInstance<BuyDevCard>().firstOrNull()?.let { return it }
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// A paid road only when it reaches toward a spot worth settling.
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legal.filterIsInstance<BuildRoad>()
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.filter { roadValue(state, it) > 0.1 }
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.maxByOrNull { roadValue(state, it) }
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?.let { return it }
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// A bank trade only when it completes a build this turn; trading
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// four for one on spec is how hands evaporate.
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legal.filterIsInstance<MaritimeTrade>()
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.filter { completesBuild(state, seat, it) }
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.maxByOrNull { CatanRules.bestPortRatio(state, seat, it.give) * -1.0 }
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?.let { return it }
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offer(state, seat)?.let { return it }
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return legal.lastOrNull { it is EndTurn } ?: legal.first()
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}
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/** Year of Plenty: two of whatever the nearest build is shortest of. */
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private fun yearOfPlenty(state: CatanState, legal: List<CatanMove>): PlayYearOfPlenty? {
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val takes = legal.filterIsInstance<PlayYearOfPlenty>()
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if (takes.isEmpty()) return null
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val shortage = shortage(state) ?: return null
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return takes.maxByOrNull { take ->
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take.take.count { it == shortage } * 2 + take.take.size
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}
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}
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/** Monopoly: declare the resource everyone else is hoarding, of the ones wanted. */
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private fun monopoly(state: CatanState, legal: List<CatanMove>): PlayMonopoly? {
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val plays = legal.filterIsInstance<PlayMonopoly>()
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if (plays.isEmpty()) return null
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val best = plays.maxByOrNull {
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19 - CatanRules.bankSupply(state, it.resource) + want(it.resource)
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} ?: return null
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// Only worth the card when the table is actually holding a pile.
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return if (19 - CatanRules.bankSupply(state, best.resource) >= 10) best else null
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}
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/** What the seat is shortest of for its next city, else its next settlement. */
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private fun shortage(state: CatanState): Resource? {
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val seat = state.turn
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val targets = listOf(CatanRules.CITY_COST, CatanRules.SETTLEMENT_COST)
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for (cost in targets) {
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val missing = cost.entries.filter { (res, need) ->
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(state.resources[seat][res] ?: 0) < need
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}
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if (missing.isNotEmpty()) {
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return missing.maxByOrNull { (res, need) -> need - (state.resources[seat][res] ?: 0) }?.key
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}
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}
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return null
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}
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private fun completesBuild(state: CatanState, seat: Int, move: MaritimeTrade): Boolean {
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val hand = state.resources[seat].toMutableMap()
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val ratio = CatanRules.bestPortRatio(state, seat, move.give)
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hand[move.give] = (hand[move.give] ?: 0) - ratio
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hand[move.get] = (hand[move.get] ?: 0) + 1
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return covers(hand, CatanRules.CITY_COST) || covers(hand, CatanRules.SETTLEMENT_COST)
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}
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private fun covers(hand: Map<Resource, Int>, cost: Map<Resource, Int>): Boolean =
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cost.all { (res, need) -> (hand[res] ?: 0) >= need }
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/**
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* A domestic offer for exactly the card that closes a build, paid for
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* with two of the surplus — offered to whoever visibly holds the most
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* of what is missing. Constructed rather than enumerated (see
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* [OfferTrade]), so it is checked against the rules before it is spoken.
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*
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* At most one offer a turn: a declined offer changes nothing, so
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* re-offering it would only bounce between the same two seats forever.
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*/
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private fun offer(state: CatanState, seat: Int): OfferTrade? {
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if (offeredThisTurn(state, seat)) return null
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val seatHand = state.resources[seat]
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val builds = listOf(CatanRules.CITY_COST, CatanRules.SETTLEMENT_COST)
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for (cost in builds) {
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val missing = cost.entries.filter { (res, need) -> (seatHand[res] ?: 0) < need }
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if (missing.size != 1) continue
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val need = missing.first().key
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val surplus = Resource.entries
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.filter { it != need }
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.filter { (seatHand[it] ?: 0) > (cost[it] ?: 0) }
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.sortedByDescending { seatHand[it] ?: 0 }
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if (surplus.isEmpty()) continue
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val target = (0 until state.playerCount)
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.filter { it != seat }
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.filter { (state.resources[it][need] ?: 0) > 0 }
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.maxByOrNull { state.resources[it][need] ?: 0 }
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?: continue
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val give = listOf(surplus.first(), surplus.first())
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val trade = OfferTrade(to = target, give = give, get = listOf(need))
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if (CatanRules.isLegalMove(state, seat, trade)) return trade
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}
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return null
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}
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/**
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* Whether [seat] has already put an offer on the table this turn, read
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* from the public log: the lines after this seat's last roll are this
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* turn's, and an offer can only be spoken on the offerer's own turn.
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*/
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private fun offeredThisTurn(state: CatanState, seat: Int): Boolean {
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val sinceRoll = state.log
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.drop(state.log.indexOfLast { it.startsWith("Seat $seat rolls") } + 1)
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return sinceRoll.any { it.startsWith("Seat $seat offers") }
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}
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// -----------------------------------------------------------------------
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// Free roads and trade responses
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// -----------------------------------------------------------------------
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private fun chooseFreeRoad(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove {
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val roads = legal.filterIsInstance<BuildRoad>()
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.filter { roadValue(state, it) > 0.05 }
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.maxByOrNull { roadValue(state, it) }
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return roads ?: legal.firstOrNull { it is EndFreeRoads }
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?: legal.filterIsInstance<BuildRoad>().firstOrNull()
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?: legal.first()
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}
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private fun chooseResponse(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove {
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val accept = legal.filterIsInstance<AcceptTrade>().firstOrNull() ?: run {
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return legal.first { it is DeclineTrade }
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}
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val offer = state.pendingTrade ?: return legal.first()
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// Accept when what arrives is worth more than what leaves: a mild
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// table, not a shark.
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val incoming = offer.get.sumOf { want(it) }
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val outgoing = offer.give.sumOf { want(it) }
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return if (incoming > outgoing) accept else legal.first { it is DeclineTrade }
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}
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// -----------------------------------------------------------------------
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// Valuations
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// -----------------------------------------------------------------------
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/** What a seat would think of building on [vertex]: production and ports. */
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private fun spotValue(state: CatanState, vertex: Int): Double {
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if (state.buildings[vertex] != null) return -1.0
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var value = 0.0
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val kinds = mutableSetOf<Resource>()
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for (h in CatanBoard.VERTEX_HEXES[vertex]) {
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val resource = state.terrains[h].produces ?: continue
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value += CatanBoard.numberOdds(state.numbers[h]) / 36.0 * want(resource)
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kinds += resource
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}
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value += 0.12 * kinds.size // variety keeps a build plan alive
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for (e in CatanBoard.VERTEX_EDGES[vertex]) {
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val port = state.ports.firstOrNull { it.edge == e } ?: continue
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value += if (port.resource == null) 0.1 else 0.2
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}
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return value
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}
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/**
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* What a road on this edge leads to: the best settlement spot it brings
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* within reach, discounted for being one step further out.
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*/
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private fun roadValue(state: CatanState, move: BuildRoad): Double {
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var best = 0.0
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val (from, to) = CatanBoard.EDGE_VERTICES[move.edge]
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for (endpoint in listOf(from, to)) {
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for (near in CatanBoard.VERTEX_NEIGHBORS[endpoint]) {
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best = maxOf(best, spotValue(state, near) * 0.8)
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}
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}
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return best
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}
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/** How much the AI wants to hold one card of [resource]. */
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private fun want(resource: Resource): Double = when (resource) {
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Resource.ORE -> 1.20 // the city
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Resource.GRAIN -> 1.15 // the city and the dev cards
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Resource.LUMBER -> 1.0 // every road and settlement
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Resource.BRICK -> 0.95
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Resource.WOOL -> 0.85 // abundant and only half of a dev card
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}
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}
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@@ -0,0 +1,322 @@
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package org.prolibertate.games.game.catan
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import kotlinx.serialization.Serializable
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import kotlin.math.atan2
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import kotlin.random.Random
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/**
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* The island as geometry: the 19 hexes, the 54 shared vertices, the 72
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* shared edges, the coast and the nine harbour positions.
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*
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* Everything is derived once, deterministically, from axial coordinates —
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* there is no randomness and no state here; the layout of a particular
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* game (which terrain and number sits on which hex) is [generate], and the
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* live state lives in [CatanState].
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*
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* Coordinates: hexes are addressed axially ((q, r), pointy-top). Every
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* position is kept on an exact integer lattice so vertices shared by
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* neighbouring hexes are recognised by position instead of by floating
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* point: the centre of hex (q, r) is at lattice point (2q + r, 3r), and its
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* six corners follow the offsets in [CORNER_OFFSETS]. Vertex positions are
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* in half-units of the hex grid; rendering scales and flips them (lattice
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* +Y is toward the top of the board).
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*/
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object CatanBoard {
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/** The 19 hexes: every (q, r) within distance 2 of the centre. */
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val HEXES: List<HexCoord> = buildList {
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for (r in -2..2) {
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for (q in -2..2) {
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if (hexDistance(q, r, 0, 0) <= 2) add(HexCoord(q, r))
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}
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}
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}
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val HEX_COUNT: Int = HEXES.size
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val hexIndex: Map<HexCoord, Int> = HEXES.withIndex().associate { (i, hex) -> hex to i }
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/**
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* Corner k of a hex, as a lattice offset from its centre. Pointy-top:
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* corner 0 is the top corner, then clockwise.
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*/
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private val CORNER_OFFSETS = listOf(
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0 to 2, 1 to 1, 1 to -1, 0 to -2, -1 to -1, -1 to 1,
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)
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/** Unit steps to a hex's six neighbours, matching the corner order. */
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private val NEIGHBOR_STEPS = listOf(
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0 to 1, 1 to 0, 1 to -1, 0 to -1, -1 to 0, -1 to 1,
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)
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/** The six board-corner hexes: pairwise non-adjacent by construction. */
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private val CORNER_HEXES = listOf(
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HexCoord(2, 0), HexCoord(0, 2), HexCoord(-2, 2),
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HexCoord(-2, 0), HexCoord(0, -2), HexCoord(2, -2),
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)
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// -----------------------------------------------------------------------
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// Vertices and edges
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// -----------------------------------------------------------------------
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||||
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/** Lattice position of each vertex, by vertex id. */
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val VERTEX_POS: List<Pair<Int, Int>>
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val VERTEX_COUNT: Int
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/** Vertex ids of hex h's six corners, corner 0 first (see [CORNER_OFFSETS]). */
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val HEX_CORNERS: List<List<Int>>
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/** Both endpoints of each edge, as vertex ids, low id first. */
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val EDGE_VERTICES: List<Pair<Int, Int>>
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val EDGE_COUNT: Int
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||||
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||||
/** Edges touching each vertex. */
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val VERTEX_EDGES: List<List<Int>>
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/** Vertices one edge away from each vertex: the distance rule's horizon. */
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val VERTEX_NEIGHBORS: List<List<Int>>
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/** Hexes touching each vertex. */
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val VERTEX_HEXES: List<List<Int>>
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/** Hexes touching each edge: two for interior edges, one on the coast. */
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||||
val EDGE_HEXES: List<List<Int>>
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||||
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||||
/** Edges adjacent to each edge (sharing a vertex). */
|
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val EDGE_NEIGHBORS: List<List<Int>>
|
||||
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||||
/** Hexes adjacent to each hex, in [NEIGHBOR_STEPS] order. */
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||||
val HEX_NEIGHBORS: List<List<Int>>
|
||||
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||||
/** The coastal edges (those with only one hex) in ring order. */
|
||||
val COASTAL: List<Int>
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||||
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||||
/** The nine fixed harbour positions, spread around the coast. */
|
||||
val PORT_POSITIONS: List<Int>
|
||||
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||||
init {
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||||
// Vertices: assign ids in first-seen order over hexes then corners.
|
||||
val vertexIds = mutableMapOf<Pair<Int, Int>, Int>()
|
||||
val vertexPos = mutableListOf<Pair<Int, Int>>()
|
||||
val hexCorners = HEXES.map { hex ->
|
||||
val cx = 2 * hex.q + hex.r
|
||||
val cy = 3 * hex.r
|
||||
CORNER_OFFSETS.map { (dx, dy) ->
|
||||
val pos = (cx + dx) to (cy + dy)
|
||||
vertexIds.getOrPut(pos) {
|
||||
vertexPos += pos
|
||||
vertexPos.size - 1
|
||||
}
|
||||
}
|
||||
}
|
||||
VERTEX_POS = vertexPos
|
||||
VERTEX_COUNT = vertexPos.size
|
||||
HEX_CORNERS = hexCorners
|
||||
|
||||
// Edges between a hex's consecutive corners, deduplicated by the
|
||||
// pair of vertex ids.
|
||||
val edgeIds = mutableMapOf<Pair<Int, Int>, Int>()
|
||||
val edgeVertices = mutableListOf<Pair<Int, Int>>()
|
||||
hexCorners.forEach { corners ->
|
||||
for (k in 0..5) {
|
||||
val a = corners[k]
|
||||
val b = corners[(k + 1) % 6]
|
||||
val key = minOf(a, b) to maxOf(a, b)
|
||||
edgeIds.getOrPut(key) {
|
||||
edgeVertices += key
|
||||
edgeVertices.size - 1
|
||||
}
|
||||
}
|
||||
}
|
||||
EDGE_VERTICES = edgeVertices
|
||||
EDGE_COUNT = edgeVertices.size
|
||||
|
||||
val vertexEdges = List(VERTEX_COUNT) { mutableListOf<Int>() }
|
||||
val vertexHexes = List(VERTEX_COUNT) { mutableSetOf<Int>() }
|
||||
val edgeHexes = List(EDGE_COUNT) { mutableSetOf<Int>() }
|
||||
hexCorners.forEachIndexed { h, corners ->
|
||||
corners.forEach { v -> vertexHexes[v] += h }
|
||||
for (k in 0..5) {
|
||||
val a = corners[k]
|
||||
val b = corners[(k + 1) % 6]
|
||||
val key = minOf(a, b) to maxOf(a, b)
|
||||
val e = edgeIds.getValue(key)
|
||||
edgeHexes[e] += h
|
||||
vertexEdges[a] += e
|
||||
vertexEdges[b] += e
|
||||
}
|
||||
}
|
||||
// Distinct: an interior edge is walked once from each of the two hexes
|
||||
// it separates, so without this every shared edge would be counted
|
||||
// twice and an interior vertex would appear to have six edges.
|
||||
VERTEX_EDGES = vertexEdges.map { it.distinct() }
|
||||
VERTEX_HEXES = vertexHexes.map { it.sorted() }
|
||||
EDGE_HEXES = edgeHexes.map { it.sorted() }
|
||||
VERTEX_NEIGHBORS = List(VERTEX_COUNT) { v ->
|
||||
VERTEX_EDGES[v].map { otherEnd(it, v) }.distinct().sorted()
|
||||
}
|
||||
EDGE_NEIGHBORS = List(EDGE_COUNT) { e ->
|
||||
val (a, b) = EDGE_VERTICES[e]
|
||||
(VERTEX_EDGES[a] + VERTEX_EDGES[b]).distinct().filter { it != e }.sorted()
|
||||
}
|
||||
HEX_NEIGHBORS = HEXES.map { hex ->
|
||||
NEIGHBOR_STEPS.mapNotNull { (dq, dr) ->
|
||||
hexIndex[HexCoord(hex.q + dq, hex.r + dr)]
|
||||
}
|
||||
}
|
||||
|
||||
// The coast in walking order: sort the coastal edges by the angle of
|
||||
// their midpoint around the board centre, which is the lattice
|
||||
// origin. The board is a hexagon, so this yields one closed ring.
|
||||
COASTAL = EDGE_HEXES.withIndex()
|
||||
.filter { it.value.size == 1 }
|
||||
.map { (e, _) -> e }
|
||||
.sortedBy { e -> angleOf(midpoint(e)) }
|
||||
// Harbours sit roughly every third or fourth coastal edge, like the
|
||||
// physical frame: nine positions, steps summing to the whole ring.
|
||||
PORT_POSITIONS = buildList {
|
||||
var at = 0
|
||||
for (step in listOf(3, 4, 3, 3, 4, 3, 3, 4, 3)) {
|
||||
add(COASTAL[at % COASTAL.size])
|
||||
at += step
|
||||
}
|
||||
}.distinct()
|
||||
|
||||
check(HEX_COUNT == 19) { "A Catan island has 19 hexes, found $HEX_COUNT" }
|
||||
check(VERTEX_COUNT == 54) { "A Catan island has 54 vertices, found $VERTEX_COUNT" }
|
||||
check(EDGE_COUNT == 72) { "A Catan island has 72 edges, found $EDGE_COUNT" }
|
||||
check(COASTAL.size == 30) { "The coast has 30 edges, found ${COASTAL.size}" }
|
||||
check(PORT_POSITIONS.size == 9) { "Nine harbours, found ${PORT_POSITIONS.size}" }
|
||||
check(PORT_POSITIONS.all { EDGE_HEXES[it].size == 1 }) { "Harbours must be coastal" }
|
||||
}
|
||||
|
||||
/** The other endpoint of [edge], given one [vertex] on it. */
|
||||
fun otherEnd(edge: Int, vertex: Int): Int {
|
||||
val (a, b) = EDGE_VERTICES[edge]
|
||||
return if (vertex == a) b else a
|
||||
}
|
||||
|
||||
/** Lattice position of hex h's centre. */
|
||||
fun hexCenter(h: Int): Pair<Int, Int> {
|
||||
val hex = HEXES[h]
|
||||
return (2 * hex.q + hex.r) to (3 * hex.r)
|
||||
}
|
||||
|
||||
/** Whether two hexes share an edge. */
|
||||
fun hexesAdjacent(a: Int, b: Int): Boolean = b in HEX_NEIGHBORS[a]
|
||||
|
||||
/** Hex-grid distance between two axial positions. */
|
||||
fun hexDistance(q1: Int, r1: Int, q2: Int, r2: Int): Int {
|
||||
val dq = q1 - q2
|
||||
val dr = r1 - r2
|
||||
return maxOf(kotlin.math.abs(dq), kotlin.math.abs(dr), kotlin.math.abs(dq + dr))
|
||||
}
|
||||
|
||||
/**
|
||||
* How often a number is expected to come up, in thirty-sixths. A 6 or an
|
||||
* 8 comes up five times in thirty-six, a 2 or a 12 once.
|
||||
*/
|
||||
fun numberOdds(number: Int): Int = 6 - kotlin.math.abs(7 - number)
|
||||
|
||||
private fun midpoint(edge: Int): Pair<Double, Double> {
|
||||
val (a, b) = EDGE_VERTICES[edge]
|
||||
val pa = VERTEX_POS[a]
|
||||
val pb = VERTEX_POS[b]
|
||||
return ((pa.first + pb.first) / 2.0) to ((pa.second + pb.second) / 2.0)
|
||||
}
|
||||
|
||||
private fun angleOf(point: Pair<Double, Double>): Double =
|
||||
atan2(point.second, point.first)
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Island generation
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* The island layout for one game: terrain and number per hex, the robber
|
||||
* on the desert, and the nine harbours.
|
||||
*/
|
||||
@Serializable
|
||||
data class Generated(
|
||||
val terrains: List<Terrain>,
|
||||
/** 0 where there is no token (the desert). */
|
||||
val numbers: List<Int>,
|
||||
val robber: Int,
|
||||
val ports: List<Port>,
|
||||
)
|
||||
|
||||
/** The terrain tile mix: four forests, four pastures, four fields, three hills, three mountains, one desert. */
|
||||
private val TERRAIN_TILES: List<Terrain> = listOf(
|
||||
Terrain.FOREST, Terrain.FOREST, Terrain.FOREST, Terrain.FOREST,
|
||||
Terrain.PASTURE, Terrain.PASTURE, Terrain.PASTURE, Terrain.PASTURE,
|
||||
Terrain.FIELDS, Terrain.FIELDS, Terrain.FIELDS, Terrain.FIELDS,
|
||||
Terrain.HILLS, Terrain.HILLS, Terrain.HILLS,
|
||||
Terrain.MOUNTAINS, Terrain.MOUNTAINS, Terrain.MOUNTAINS,
|
||||
Terrain.DESERT,
|
||||
)
|
||||
|
||||
/** The 18 number tokens, the two hardest numbers withheld: 7 never appears. */
|
||||
private val RED_TOKENS = listOf(6, 6, 8, 8)
|
||||
private val OTHER_TOKENS = listOf(2, 3, 3, 4, 4, 5, 5, 9, 9, 10, 10, 11, 11, 12)
|
||||
|
||||
/** Shuffle attempts before falling back to the corner placement for 6s and 8s. */
|
||||
private const val RED_ATTEMPTS = 60
|
||||
|
||||
/**
|
||||
* Generates the island from [seed].
|
||||
*
|
||||
* Terrain is shuffled over the hexes, exactly as shuffling the land
|
||||
* tiles face down does. Number tokens are shuffled over the land hexes
|
||||
* with one repair rule: no two of the red tokens (6 and 8) may sit on
|
||||
* adjacent hexes, the balance convention the published game asks for.
|
||||
* The robber starts on the desert. Harbour *positions* are fixed (the
|
||||
* physical frame is not shuffled); the nine harbour *types* — five
|
||||
* 2:1 resource ports and four 3:1 ports — are shuffled onto them.
|
||||
*
|
||||
* The 6/8 separation is guaranteed, not merely probable: if no shuffled
|
||||
* placement separates them (about one shuffle in five does), the red
|
||||
* tokens go to four of the six board-corner hexes, which are pairwise
|
||||
* non-adjacent, and at most one corner can be desert.
|
||||
*/
|
||||
fun generate(seed: Long): Generated {
|
||||
val random = Random(seed)
|
||||
val terrains = TERRAIN_TILES.shuffled(random)
|
||||
val desert = terrains.indexOf(Terrain.DESERT)
|
||||
val land = terrains.indices.filter { it != desert }
|
||||
|
||||
var redHexes: List<Int>? = null
|
||||
var attempt = 0
|
||||
while (redHexes == null && attempt < RED_ATTEMPTS) {
|
||||
val candidate = land.shuffled(random).take(4)
|
||||
val separated = candidate.withIndex().all { (i, a) ->
|
||||
candidate.drop(i + 1).none { hexesAdjacent(a, it) }
|
||||
}
|
||||
if (separated) redHexes = candidate
|
||||
attempt++
|
||||
}
|
||||
val reds = redHexes ?: CORNER_HEXES
|
||||
.mapNotNull { hexIndex[it] }
|
||||
.filter { it != desert }
|
||||
.shuffled(random)
|
||||
.take(4)
|
||||
|
||||
val numbers = IntArray(HEX_COUNT)
|
||||
RED_TOKENS.forEachIndexed { i, token -> numbers[reds[i]] = token }
|
||||
val rest = land.filter { it !in reds }.shuffled(random)
|
||||
OTHER_TOKENS.forEachIndexed { i, token -> numbers[rest[i]] = token }
|
||||
|
||||
val portTypes = (
|
||||
listOf(
|
||||
Resource.LUMBER, Resource.BRICK, Resource.WOOL, Resource.GRAIN, Resource.ORE,
|
||||
) + List(4) { null }
|
||||
).shuffled(random)
|
||||
val ports = PORT_POSITIONS.mapIndexed { i, edge ->
|
||||
val resource = portTypes[i]
|
||||
if (resource == null) Port(edge, null, 3) else Port(edge, resource, 2)
|
||||
}
|
||||
|
||||
return Generated(terrains, numbers.toList(), desert, ports)
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,307 @@
|
||||
package org.prolibertate.games.game.catan
|
||||
|
||||
import kotlinx.serialization.SerialName
|
||||
import kotlinx.serialization.Serializable
|
||||
|
||||
/** Sentinel stored in [CatanState.roads] for an unclaimed road position. */
|
||||
const val NO_PLAYER = -1
|
||||
|
||||
/** Road segments required to hold Longest Road. */
|
||||
const val LONGEST_ROAD_MIN = 5
|
||||
|
||||
/** Knights required to take Largest Army. */
|
||||
const val LARGEST_ARMY_MIN = 3
|
||||
|
||||
/** Resource cards of each type the bank starts with. */
|
||||
const val BANK_PER_RESOURCE = 19
|
||||
|
||||
/**
|
||||
* The five resources the island produces.
|
||||
*
|
||||
* Catan names two of them after the terrain rather than the commodity
|
||||
* (wood becomes lumber, sheep become wool); those names travel with the
|
||||
* trademark, so the engine speaks in resources only.
|
||||
*/
|
||||
@Serializable
|
||||
enum class Resource { LUMBER, BRICK, WOOL, GRAIN, ORE }
|
||||
|
||||
/** One terrain type per hex; the desert produces nothing. */
|
||||
@Serializable
|
||||
enum class Terrain(val produces: Resource?) {
|
||||
FOREST(Resource.LUMBER),
|
||||
PASTURE(Resource.WOOL),
|
||||
FIELDS(Resource.GRAIN),
|
||||
HILLS(Resource.BRICK),
|
||||
MOUNTAINS(Resource.ORE),
|
||||
DESERT(null),
|
||||
}
|
||||
|
||||
/** Axial coordinate of one hex on the board. See [CatanBoard]. */
|
||||
@Serializable
|
||||
data class HexCoord(val q: Int, val r: Int)
|
||||
|
||||
@Serializable
|
||||
enum class BuildingType { SETTLEMENT, CITY }
|
||||
|
||||
/** What stands on one vertex: a settlement or city owned by one seat. */
|
||||
@Serializable
|
||||
data class CatanBuilding(val type: BuildingType, val owner: Int)
|
||||
|
||||
/**
|
||||
* One harbour. A port sits on a coastal edge: a player who owns a
|
||||
* settlement or city on *either* endpoint vertex of [edge] may trade at
|
||||
* [ratio] (2 or 3) instead of the bank's 4:1. A resource port trades at 2:1
|
||||
* for its own resource only; [resource] is null for a generic 3:1 harbour.
|
||||
*/
|
||||
@Serializable
|
||||
data class Port(val edge: Int, val resource: Resource?, val ratio: Int)
|
||||
|
||||
@Serializable
|
||||
enum class DevCardType { KNIGHT, ROAD_BUILDING, MONOPOLY, YEAR_OF_PLENTY, VICTORY_POINT }
|
||||
|
||||
/**
|
||||
* One development card. [id] is stable for the life of the game (the deck
|
||||
* is built once from the seed), so moves can name a card by id even after
|
||||
* it moves from the deck into a hand. [boughtTurn] records when it was
|
||||
* drawn: a card cannot be played on the turn it was bought.
|
||||
*/
|
||||
@Serializable
|
||||
data class DevCard(val id: Int, val type: DevCardType, val boughtTurn: Int = 0)
|
||||
|
||||
/**
|
||||
* A domestic trade offer on the table. [by] is the offering seat and [to]
|
||||
* the only seat that may respond — v1 has no counter-offers and no open
|
||||
* auctions, so an offer is always addressed to one player.
|
||||
*/
|
||||
@Serializable
|
||||
data class TradeOffer(val by: Int, val to: Int, val give: List<Resource>, val get: List<Resource>)
|
||||
|
||||
/**
|
||||
* Where the game stands. The phases that involve more than the player
|
||||
* whose turn it is carry their own bookkeeping: [discardSeat] during
|
||||
* [CatanPhase.DISCARDING], [pendingTrade] during [CatanPhase.TRADE_PENDING].
|
||||
*/
|
||||
@Serializable
|
||||
enum class CatanPhase {
|
||||
/** Snake order forward: settlement + road each, seats 0..n-1. */
|
||||
SETUP_FIRST,
|
||||
|
||||
/** Snake order back: settlement + road each, seats n-1..0, plus income. */
|
||||
SETUP_SECOND,
|
||||
|
||||
/** The player whose turn it is must roll the dice. */
|
||||
AWAIT_ROLL,
|
||||
|
||||
/** Players holding more than 7 resource cards discard half. */
|
||||
DISCARDING,
|
||||
|
||||
/** The roller must move the robber and steal. */
|
||||
ROBBER,
|
||||
|
||||
/** Build, trade, buy and play development cards, or end the turn. */
|
||||
PLAYING,
|
||||
|
||||
/** A played Road Building card: up to two roads remain to be placed. */
|
||||
FREE_ROADS,
|
||||
|
||||
/** The offered seat must accept or decline. */
|
||||
TRADE_PENDING,
|
||||
|
||||
GAME_OVER,
|
||||
}
|
||||
|
||||
@Serializable
|
||||
data class CatanOptions(
|
||||
val playerCount: Int = 3,
|
||||
val pointsToWin: Int = 10,
|
||||
) {
|
||||
init {
|
||||
require(playerCount in 3..4) { "The island seats three or four players" }
|
||||
require(pointsToWin >= 2) { "pointsToWin must be at least 2" }
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The whole game as one immutable value.
|
||||
*
|
||||
* Public information (terrain, numbers, ports, buildings, roads, resource
|
||||
* counts, dev-card counts, knights played) is stored directly. Hidden
|
||||
* information — the deck's order and every hand's development cards — is
|
||||
* here in full because the host owns the truth; [CatanRules.viewFor] is
|
||||
* what keeps it off the wire.
|
||||
*/
|
||||
@Serializable
|
||||
data class CatanState(
|
||||
val options: CatanOptions,
|
||||
val seed: Long,
|
||||
val phase: CatanPhase,
|
||||
/**
|
||||
* The seat whose turn it is — not always the seat expected to move:
|
||||
* during [CatanPhase.DISCARDING] and [CatanPhase.TRADE_PENDING] another
|
||||
* seat acts on the turn owner's behalf.
|
||||
*/
|
||||
val turn: Int,
|
||||
/** How many setup placements are done, 0 until 2 * playerCount. */
|
||||
val setupIndex: Int,
|
||||
/** Monotonic turn counter, 0 during setup, 1 from the first real turn. */
|
||||
val turnNumber: Int,
|
||||
/** Terrain per hex, indexed like [CatanBoard.HEXES]. */
|
||||
val terrains: List<Terrain>,
|
||||
/** Number token per hex, 0 where there is none (the desert). */
|
||||
val numbers: List<Int>,
|
||||
/** Hex the robber currently occupies. */
|
||||
val robber: Int,
|
||||
val ports: List<Port>,
|
||||
/** What stands on each vertex, or null. */
|
||||
val buildings: List<CatanBuilding?>,
|
||||
/** Owning seat per edge, or [NO_PLAYER]. */
|
||||
val roads: List<Int>,
|
||||
/** Resource cards per seat. Card counts are public in Catan. */
|
||||
val resources: List<Map<Resource, Int>>,
|
||||
/** The bank's development cards, top first. Order is hidden. */
|
||||
val devDeck: List<DevCard>,
|
||||
/** Development cards per seat. Hidden from everyone but the holder. */
|
||||
val devHands: List<List<DevCard>>,
|
||||
/** Public mirror of the dev-hand sizes, for views and scoreboards. */
|
||||
val devHandCounts: List<Int>,
|
||||
/** Knights played (not merely held) per seat. */
|
||||
val knightsPlayed: List<Int>,
|
||||
/** Whether the turn owner has already played a development card. */
|
||||
val devCardPlayedThisTurn: Boolean,
|
||||
val pendingTrade: TradeOffer?,
|
||||
/** Roads still owed on a played Road Building card. */
|
||||
val pendingFreeRoads: Int,
|
||||
/** Seat due to discard during [CatanPhase.DISCARDING]. */
|
||||
val discardSeat: Int?,
|
||||
val longestRoadOwner: Int?,
|
||||
val largestArmyOwner: Int?,
|
||||
/** The dice as last rolled, for the table display. */
|
||||
val lastDice: List<Int>,
|
||||
/**
|
||||
* How many dice rolls and steals have happened so far. Random events are
|
||||
* derived from the seed and this counter, so the same game replays
|
||||
* identically without storing a random generator in the state.
|
||||
*/
|
||||
val rngStep: Int,
|
||||
val winner: Int?,
|
||||
val log: List<String>,
|
||||
) {
|
||||
val playerCount: Int get() = options.playerCount
|
||||
|
||||
/** Total resource cards held by [seat]. */
|
||||
fun resourceCount(seat: Int): Int = resources[seat].values.sum()
|
||||
|
||||
/** [seat]'s resource cards as a flat list, one entry per card. */
|
||||
fun handOf(seat: Int): List<Resource> =
|
||||
Resource.entries.flatMap { res -> List(resources[seat][res] ?: 0) { res } }
|
||||
|
||||
/** Whether [seat] holds every card in [cards], counting duplicates. */
|
||||
fun holdsAll(seat: Int, cards: List<Resource>): Boolean {
|
||||
val need = cards.groupingBy { it }.eachCount()
|
||||
return need.all { (res, n) -> (resources[seat][res] ?: 0) >= n }
|
||||
}
|
||||
}
|
||||
|
||||
@Serializable
|
||||
sealed interface CatanMove
|
||||
|
||||
/** Setup placement: a settlement on [vertex] plus a road on [edge]. */
|
||||
@Serializable
|
||||
@SerialName("setup")
|
||||
data class SetupPlace(val vertex: Int, val edge: Int) : CatanMove
|
||||
|
||||
/**
|
||||
* Roll the dice.
|
||||
*
|
||||
* With [forced] null the roll is derived from the game seed, which is what
|
||||
* the AI, the UI and the network always send. [forced] exists so tests and
|
||||
* offline reviews can stage a specific number; it is not part of the
|
||||
* enumerated move list, so the network driver's "is this move in the legal
|
||||
* list" check rejects any forced roll a client tries to sneak through —
|
||||
* only code holding the state directly (the host's own tests) can use it.
|
||||
*/
|
||||
@Serializable
|
||||
@SerialName("roll")
|
||||
data class RollDice(val forced: List<Int>? = null) : CatanMove
|
||||
|
||||
/** Discard exactly these cards. */
|
||||
@Serializable
|
||||
@SerialName("discard")
|
||||
data class Discard(val cards: List<Resource>) : CatanMove
|
||||
|
||||
/** Move the robber to [hex] and steal from [victim], if anyone can be robbed. */
|
||||
@Serializable
|
||||
@SerialName("robber")
|
||||
data class MoveRobber(val hex: HexCoord, val victim: Int? = null) : CatanMove
|
||||
|
||||
/** Build a road on [edge] — paid normally, or free during FREE_ROADS. */
|
||||
@Serializable
|
||||
@SerialName("road")
|
||||
data class BuildRoad(val edge: Int) : CatanMove
|
||||
|
||||
@Serializable
|
||||
@SerialName("settlement")
|
||||
data class BuildSettlement(val vertex: Int) : CatanMove
|
||||
|
||||
@Serializable
|
||||
@SerialName("city")
|
||||
data class BuildCity(val vertex: Int) : CatanMove
|
||||
|
||||
@Serializable
|
||||
@SerialName("buyCard")
|
||||
data object BuyDevCard : CatanMove
|
||||
|
||||
/**
|
||||
* Play a knight. The card is named by [card] id; the robber move follows as
|
||||
* its own move once the phase has advanced.
|
||||
*/
|
||||
@Serializable
|
||||
@SerialName("knight")
|
||||
data class PlayKnight(val card: Int) : CatanMove
|
||||
|
||||
@Serializable
|
||||
@SerialName("roadBuilding")
|
||||
data class PlayRoadBuilding(val card: Int) : CatanMove
|
||||
|
||||
@Serializable
|
||||
@SerialName("monopoly")
|
||||
data class PlayMonopoly(val card: Int, val resource: Resource) : CatanMove
|
||||
|
||||
/** Take [take] (up to two cards) from the bank. */
|
||||
@Serializable
|
||||
@SerialName("plenty")
|
||||
data class PlayYearOfPlenty(val card: Int, val take: List<Resource>) : CatanMove
|
||||
|
||||
/**
|
||||
* Offer a domestic trade to [to]: [give] of ours for [get] of theirs.
|
||||
*
|
||||
* Like a forced dice roll this is a free-form intent rather than an
|
||||
* enumerated move — the space of two card multisets is combinatorial — so
|
||||
* it is validated structurally by [CatanRules.isLegalMove] instead of
|
||||
* appearing in [CatanRules.legalMoves].
|
||||
*/
|
||||
@Serializable
|
||||
@SerialName("offer")
|
||||
data class OfferTrade(val to: Int, val give: List<Resource>, val get: List<Resource>) : CatanMove
|
||||
|
||||
@Serializable
|
||||
@SerialName("accept")
|
||||
data object AcceptTrade : CatanMove
|
||||
|
||||
@Serializable
|
||||
@SerialName("decline")
|
||||
data object DeclineTrade : CatanMove
|
||||
|
||||
/** Bank trade: [give] at the best ratio this seat can trade at for [get]. */
|
||||
@Serializable
|
||||
@SerialName("bank")
|
||||
data class MaritimeTrade(val give: Resource, val get: Resource) : CatanMove
|
||||
|
||||
@Serializable
|
||||
@SerialName("endTurn")
|
||||
data object EndTurn : CatanMove
|
||||
|
||||
/** Forfeit any remaining free roads from a played Road Building card. */
|
||||
@Serializable
|
||||
@SerialName("endFreeRoads")
|
||||
data object EndFreeRoads : CatanMove
|
||||
@@ -0,0 +1,905 @@
|
||||
package org.prolibertate.games.game.catan
|
||||
|
||||
import kotlinx.serialization.encodeToString
|
||||
import kotlinx.serialization.json.Json
|
||||
import org.prolibertate.games.game.GameCatalog
|
||||
import org.prolibertate.games.game.engine.GameRules
|
||||
import org.prolibertate.games.game.engine.TableConfig
|
||||
import kotlin.random.Random
|
||||
|
||||
/**
|
||||
* Catan as a pure state machine. See RULES-catan.md for the ruleset and the
|
||||
* choices made where the published rules leave room.
|
||||
*
|
||||
* The rules the engine enforces come from the base game as published for
|
||||
* three to four players: setup in snake order, one roll per turn,
|
||||
* production weighted by number tokens, the robber on a seven, domestic
|
||||
* and bank trade, building, development cards, Longest Road, Largest Army
|
||||
* and victory at ten points.
|
||||
*/
|
||||
object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
|
||||
override val gameId: String = GameCatalog.CATAN
|
||||
|
||||
private val json = Json {
|
||||
ignoreUnknownKeys = true
|
||||
encodeDefaults = true
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Public constants the AI and the UI plan with
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
val ROAD_COST: Map<Resource, Int> = mapOf(Resource.LUMBER to 1, Resource.BRICK to 1)
|
||||
val SETTLEMENT_COST: Map<Resource, Int> = mapOf(
|
||||
Resource.LUMBER to 1, Resource.BRICK to 1, Resource.WOOL to 1, Resource.GRAIN to 1,
|
||||
)
|
||||
val CITY_COST: Map<Resource, Int> = mapOf(Resource.GRAIN to 2, Resource.ORE to 3)
|
||||
val DEV_COST: Map<Resource, Int> = mapOf(Resource.WOOL to 1, Resource.GRAIN to 1, Resource.ORE to 1)
|
||||
|
||||
/** The 25 development cards in the bank's deck: 14 knights, two of each progress card, five victory points. */
|
||||
val DEV_DECK: List<DevCardType> = List(14) { DevCardType.KNIGHT } +
|
||||
List(2) { DevCardType.ROAD_BUILDING } +
|
||||
List(2) { DevCardType.MONOPOLY } +
|
||||
List(2) { DevCardType.YEAR_OF_PLENTY } +
|
||||
List(5) { DevCardType.VICTORY_POINT }
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Life cycle
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
override fun initialState(config: TableConfig): CatanState {
|
||||
val options = json.decodeFromString<CatanOptions>(config.optionsJson)
|
||||
require(config.seats.size == options.playerCount) {
|
||||
"Seat count ${config.seats.size} does not match ${options.playerCount} players"
|
||||
}
|
||||
|
||||
val board = CatanBoard.generate(config.seed)
|
||||
// A different random stream than the island, so the same seed still
|
||||
// produces both a fixed island and a fixed deck.
|
||||
val devDeck = DEV_DECK
|
||||
.mapIndexed { id, type -> DevCard(id, type) }
|
||||
.shuffled(Random(config.seed + 1))
|
||||
|
||||
return CatanState(
|
||||
options = options,
|
||||
seed = config.seed,
|
||||
phase = CatanPhase.SETUP_FIRST,
|
||||
turn = 0,
|
||||
setupIndex = 0,
|
||||
turnNumber = 0,
|
||||
terrains = board.terrains,
|
||||
numbers = board.numbers,
|
||||
robber = board.robber,
|
||||
ports = board.ports,
|
||||
buildings = List(CatanBoard.VERTEX_COUNT) { null },
|
||||
roads = List(CatanBoard.EDGE_COUNT) { NO_PLAYER },
|
||||
resources = List(options.playerCount) {
|
||||
Resource.entries.associateWith { 0 }
|
||||
},
|
||||
devDeck = devDeck,
|
||||
devHands = List(options.playerCount) { emptyList() },
|
||||
devHandCounts = List(options.playerCount) { 0 },
|
||||
knightsPlayed = List(options.playerCount) { 0 },
|
||||
devCardPlayedThisTurn = false,
|
||||
pendingTrade = null,
|
||||
pendingFreeRoads = 0,
|
||||
discardSeat = null,
|
||||
longestRoadOwner = null,
|
||||
largestArmyOwner = null,
|
||||
lastDice = emptyList(),
|
||||
rngStep = 0,
|
||||
winner = null,
|
||||
log = listOf(
|
||||
"Catan — ${options.playerCount} players, first to ${options.pointsToWin} victory points.",
|
||||
),
|
||||
)
|
||||
}
|
||||
|
||||
override fun currentSeat(state: CatanState): Int? = when (state.phase) {
|
||||
CatanPhase.GAME_OVER -> null
|
||||
CatanPhase.SETUP_FIRST -> state.setupIndex
|
||||
CatanPhase.SETUP_SECOND -> 2 * state.playerCount - 1 - state.setupIndex
|
||||
CatanPhase.DISCARDING -> state.discardSeat
|
||||
CatanPhase.TRADE_PENDING -> state.pendingTrade?.to
|
||||
CatanPhase.AWAIT_ROLL, CatanPhase.ROBBER,
|
||||
CatanPhase.PLAYING, CatanPhase.FREE_ROADS,
|
||||
-> state.turn
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Legality
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* Structural legality, the form the network driver and the UI should
|
||||
* gate through.
|
||||
*
|
||||
* Two moves are free-form intents rather than members of the enumerated
|
||||
* move list, because enumerating them would explode combinatorially:
|
||||
* a dice roll may carry forced values (tests and offline reviews only —
|
||||
* over the network the driver's membership check rejects it), and a
|
||||
* domestic trade offer names any two multisets of resource cards.
|
||||
*/
|
||||
override fun isLegalMove(state: CatanState, seat: Int, move: CatanMove): Boolean {
|
||||
if (currentSeat(state) != seat) return false
|
||||
return when (move) {
|
||||
is RollDice -> state.phase == CatanPhase.AWAIT_ROLL &&
|
||||
(move.forced == null ||
|
||||
(move.forced.size == 2 && move.forced.all { it in 1..6 }))
|
||||
|
||||
is OfferTrade -> offerLegal(state, seat, move)
|
||||
|
||||
else -> move in legalMoves(state, seat)
|
||||
}
|
||||
}
|
||||
|
||||
override fun legalMoves(state: CatanState, seat: Int): List<CatanMove> {
|
||||
if (currentSeat(state) != seat) return emptyList()
|
||||
return when (state.phase) {
|
||||
CatanPhase.SETUP_FIRST, CatanPhase.SETUP_SECOND -> setupMoves(state)
|
||||
|
||||
CatanPhase.AWAIT_ROLL -> listOf(RollDice())
|
||||
|
||||
CatanPhase.DISCARDING -> discardMoves(state, seat)
|
||||
|
||||
CatanPhase.ROBBER -> robberMoves(state, seat)
|
||||
|
||||
CatanPhase.PLAYING -> playingMoves(state, seat)
|
||||
|
||||
CatanPhase.FREE_ROADS ->
|
||||
roadMoves(state, seat) + listOf<CatanMove>(EndFreeRoads)
|
||||
|
||||
CatanPhase.TRADE_PENDING -> tradeResponses(state, seat)
|
||||
|
||||
CatanPhase.GAME_OVER -> emptyList()
|
||||
}
|
||||
}
|
||||
|
||||
private fun setupMoves(state: CatanState): List<SetupPlace> {
|
||||
val moves = mutableListOf<SetupPlace>()
|
||||
for (v in 0 until CatanBoard.VERTEX_COUNT) {
|
||||
if (!vertexOpenForSettlement(state, v)) continue
|
||||
for (e in CatanBoard.VERTEX_EDGES[v]) {
|
||||
if (state.roads[e] != NO_PLAYER) continue
|
||||
moves += SetupPlace(v, e)
|
||||
}
|
||||
}
|
||||
return moves
|
||||
}
|
||||
|
||||
private fun discardMoves(state: CatanState, seat: Int): List<Discard> {
|
||||
val total = state.resourceCount(seat)
|
||||
if (total <= 7) return emptyList()
|
||||
val half = total / 2
|
||||
val held = state.resources[seat]
|
||||
val moves = mutableListOf<Discard>()
|
||||
|
||||
fun walk(resourceIndex: Int, remaining: Int, acc: MutableList<Resource>) {
|
||||
if (resourceIndex == Resource.entries.size) {
|
||||
if (remaining == 0) moves += Discard(acc.toList())
|
||||
return
|
||||
}
|
||||
val resource = Resource.entries[resourceIndex]
|
||||
val have = held[resource] ?: 0
|
||||
for (take in 0..minOf(have, remaining)) {
|
||||
repeat(take) { acc += resource }
|
||||
walk(resourceIndex + 1, remaining - take, acc)
|
||||
repeat(take) { acc.removeAt(acc.size - 1) }
|
||||
}
|
||||
}
|
||||
walk(0, half, mutableListOf())
|
||||
return moves
|
||||
}
|
||||
|
||||
private fun robberMoves(state: CatanState, seat: Int): List<MoveRobber> {
|
||||
val moves = mutableListOf<MoveRobber>()
|
||||
for (h in 0 until CatanBoard.HEX_COUNT) {
|
||||
if (h == state.robber) continue
|
||||
val victims = CatanBoard.HEX_CORNERS[h]
|
||||
.mapNotNull { state.buildings[it] }
|
||||
.map { it.owner }
|
||||
.filter { it != seat }
|
||||
.distinct()
|
||||
.filter { state.resourceCount(it) > 0 }
|
||||
if (victims.isEmpty()) {
|
||||
moves += MoveRobber(CatanBoard.HEXES[h])
|
||||
} else {
|
||||
victims.forEach { moves += MoveRobber(CatanBoard.HEXES[h], it) }
|
||||
}
|
||||
}
|
||||
return moves
|
||||
}
|
||||
|
||||
private fun playingMoves(state: CatanState, seat: Int): List<CatanMove> {
|
||||
val moves = mutableListOf<CatanMove>()
|
||||
|
||||
if (affordable(state, seat, ROAD_COST)) moves += roadMoves(state, seat)
|
||||
if (affordable(state, seat, SETTLEMENT_COST)) {
|
||||
moves += settlementVertices(state, seat).map { BuildSettlement(it) }
|
||||
}
|
||||
if (affordable(state, seat, CITY_COST)) {
|
||||
moves += cityVertices(state, seat).map { BuildCity(it) }
|
||||
}
|
||||
if (state.devDeck.isNotEmpty() && affordable(state, seat, DEV_COST)) {
|
||||
moves += BuyDevCard
|
||||
}
|
||||
|
||||
if (!state.devCardPlayedThisTurn) {
|
||||
for (card in state.devHands[seat]) {
|
||||
if (card.boughtTurn == state.turnNumber) continue
|
||||
when (card.type) {
|
||||
DevCardType.KNIGHT -> moves += PlayKnight(card.id)
|
||||
DevCardType.ROAD_BUILDING -> moves += PlayRoadBuilding(card.id)
|
||||
DevCardType.MONOPOLY -> Resource.entries.forEach {
|
||||
moves += PlayMonopoly(card.id, it)
|
||||
}
|
||||
|
||||
DevCardType.YEAR_OF_PLENTY -> moves += plentyTakes(state).map {
|
||||
PlayYearOfPlenty(card.id, it)
|
||||
}
|
||||
|
||||
DevCardType.VICTORY_POINT -> Unit // revealed by winning, never played
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (give in Resource.entries) {
|
||||
if ((state.resources[seat][give] ?: 0) < bestPortRatio(state, seat, give)) continue
|
||||
for (get in Resource.entries) {
|
||||
if (get == give || bankSupply(state, get) < 1) continue
|
||||
moves += MaritimeTrade(give, get)
|
||||
}
|
||||
}
|
||||
|
||||
moves += EndTurn
|
||||
return moves
|
||||
}
|
||||
|
||||
/** Every take a Year of Plenty card could name: one card, or two. */
|
||||
private fun plentyTakes(state: CatanState): List<List<Resource>> {
|
||||
val takes = mutableListOf<List<Resource>>()
|
||||
for (a in Resource.entries) {
|
||||
if (bankSupply(state, a) >= 1) takes += listOf(a)
|
||||
for (b in Resource.entries) {
|
||||
// Two of a kind needs a bank that can pay both, not just one.
|
||||
val needOfB = if (a == b) 2 else 1
|
||||
if (bankSupply(state, a) >= 1 && bankSupply(state, b) >= needOfB) {
|
||||
takes += listOf(a, b)
|
||||
}
|
||||
}
|
||||
}
|
||||
return takes
|
||||
}
|
||||
|
||||
/** Road placements that connect to [seat]'s network, cost aside. */
|
||||
private fun roadMoves(state: CatanState, seat: Int): List<BuildRoad> =
|
||||
(0 until CatanBoard.EDGE_COUNT)
|
||||
.filter { state.roads[it] == NO_PLAYER && roadConnects(state, seat, it) }
|
||||
.map { BuildRoad(it) }
|
||||
|
||||
/**
|
||||
* Settlement placements: an open vertex at least two edges from every
|
||||
* building, connected to [seat]'s road network. (During setup the
|
||||
* connection requirement does not apply — that is why setup uses its
|
||||
* own move.)
|
||||
*/
|
||||
private fun settlementVertices(state: CatanState, seat: Int): List<Int> =
|
||||
(0 until CatanBoard.VERTEX_COUNT).filter { v ->
|
||||
vertexOpenForSettlement(state, v) &&
|
||||
CatanBoard.VERTEX_EDGES[v].any { state.roads[it] == seat }
|
||||
}
|
||||
|
||||
private fun cityVertices(state: CatanState, seat: Int): List<Int> =
|
||||
(0 until CatanBoard.VERTEX_COUNT).filter { v ->
|
||||
state.buildings[v] == CatanBuilding(BuildingType.SETTLEMENT, seat)
|
||||
}
|
||||
|
||||
private fun tradeResponses(state: CatanState, seat: Int): List<CatanMove> {
|
||||
val offer = state.pendingTrade ?: return emptyList()
|
||||
val responses = mutableListOf<CatanMove>()
|
||||
if (state.holdsAll(seat, offer.get) && state.holdsAll(offer.by, offer.give)) {
|
||||
responses += AcceptTrade
|
||||
}
|
||||
responses += DeclineTrade
|
||||
return responses
|
||||
}
|
||||
|
||||
/** An empty vertex with no building on it or one edge away. */
|
||||
private fun vertexOpenForSettlement(state: CatanState, v: Int): Boolean =
|
||||
state.buildings[v] == null &&
|
||||
CatanBoard.VERTEX_NEIGHBORS[v].all { state.buildings[it] == null }
|
||||
|
||||
/** A road on [edge] would join [seat]'s network of roads and buildings. */
|
||||
private fun roadConnects(state: CatanState, seat: Int, edge: Int): Boolean {
|
||||
val (a, b) = CatanBoard.EDGE_VERTICES[edge]
|
||||
return CatanBoard.VERTEX_EDGES[a].any { state.roads[it] == seat } ||
|
||||
CatanBoard.VERTEX_EDGES[b].any { state.roads[it] == seat } ||
|
||||
state.buildings[a]?.owner == seat ||
|
||||
state.buildings[b]?.owner == seat
|
||||
}
|
||||
|
||||
private fun offerLegal(state: CatanState, seat: Int, move: OfferTrade): Boolean {
|
||||
if (state.phase != CatanPhase.PLAYING || state.turn != seat) return false
|
||||
if (move.to !in 0 until state.playerCount || move.to == seat) return false
|
||||
if (move.give.isEmpty() || move.get.isEmpty()) return false
|
||||
// Like-for-like is not a trade; the published game rejects it too.
|
||||
if (countOf(move.give) == countOf(move.get)) return false
|
||||
return state.holdsAll(seat, move.give)
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Move application
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
override fun applyMove(state: CatanState, seat: Int, move: CatanMove): CatanState {
|
||||
require(currentSeat(state) == seat) {
|
||||
"Not seat $seat's move in phase ${state.phase}"
|
||||
}
|
||||
require(isLegalMove(state, seat, move)) { "Illegal move $move for seat $seat" }
|
||||
return when (move) {
|
||||
is SetupPlace -> applySetup(state, seat, move)
|
||||
is RollDice -> applyRoll(state, seat, move)
|
||||
is Discard -> applyDiscard(state, seat, move)
|
||||
is MoveRobber -> applyRobber(state, seat, move)
|
||||
is BuildRoad -> applyBuildRoad(state, seat, move)
|
||||
is BuildSettlement -> applyBuildSettlement(state, seat, move)
|
||||
is BuildCity -> applyBuildCity(state, seat, move)
|
||||
BuyDevCard -> applyBuyDevCard(state, seat)
|
||||
is PlayKnight -> applyPlayKnight(state, seat, move)
|
||||
is PlayRoadBuilding -> applyPlayRoadBuilding(state, seat, move)
|
||||
is PlayMonopoly -> applyPlayMonopoly(state, seat, move)
|
||||
is PlayYearOfPlenty -> applyPlayYearOfPlenty(state, seat, move)
|
||||
is OfferTrade -> applyOfferTrade(state, seat, move)
|
||||
AcceptTrade -> applyAcceptTrade(state, seat)
|
||||
DeclineTrade -> applyDeclineTrade(state, seat)
|
||||
is MaritimeTrade -> applyMaritimeTrade(state, seat, move)
|
||||
EndTurn -> applyEndTurn(state, seat)
|
||||
EndFreeRoads -> applyEndFreeRoads(state, seat)
|
||||
}
|
||||
}
|
||||
|
||||
private fun applySetup(state: CatanState, seat: Int, move: SetupPlace): CatanState {
|
||||
val n = state.playerCount
|
||||
val second = state.phase == CatanPhase.SETUP_SECOND
|
||||
var s = state.copy(
|
||||
buildings = state.buildings.toMutableList().also {
|
||||
it[move.vertex] = CatanBuilding(BuildingType.SETTLEMENT, seat)
|
||||
},
|
||||
roads = state.roads.toMutableList().also { it[move.edge] = seat },
|
||||
log = state.log + "Seat $seat settles at ${move.vertex} and lays a road on ${move.edge}.",
|
||||
)
|
||||
|
||||
if (second) {
|
||||
// The second settlement earns one card from each adjacent
|
||||
// producing hex, supply permitting.
|
||||
val adjacent = CatanBoard.VERTEX_HEXES[move.vertex].mapNotNull { state.terrains[it].produces }
|
||||
val granted = adjacent.groupingBy { it }.eachCount().filter { (res, need) ->
|
||||
need <= bankSupply(state, res)
|
||||
}
|
||||
if (granted.isNotEmpty()) {
|
||||
s = s.copy(
|
||||
resources = withCounts(s.resources, seat, granted, 1),
|
||||
log = s.log + "Seat $seat banks ${describe(granted)} from the new lands.",
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
val newIndex = state.setupIndex + 1
|
||||
s = s.copy(setupIndex = newIndex)
|
||||
return when {
|
||||
newIndex >= 2 * n -> s.copy(
|
||||
phase = CatanPhase.AWAIT_ROLL,
|
||||
turn = 0,
|
||||
turnNumber = 1,
|
||||
log = s.log + "Setup done — seat 0 leads.",
|
||||
)
|
||||
|
||||
newIndex == n -> s.copy(phase = CatanPhase.SETUP_SECOND)
|
||||
else -> s
|
||||
}
|
||||
}
|
||||
|
||||
private fun applyRoll(state: CatanState, seat: Int, move: RollDice): CatanState {
|
||||
val dice = move.forced ?: derivedDice(state)
|
||||
val total = dice[0] + dice[1]
|
||||
val s = state.copy(lastDice = dice, rngStep = state.rngStep + 1)
|
||||
return if (total == 7) {
|
||||
val firstDiscarder = (0 until s.playerCount)
|
||||
.firstOrNull { s.resourceCount(it) > 7 }
|
||||
val robbed = if (firstDiscarder != null) {
|
||||
s.copy(phase = CatanPhase.DISCARDING, discardSeat = firstDiscarder)
|
||||
} else {
|
||||
s.copy(phase = CatanPhase.ROBBER)
|
||||
}
|
||||
robbed.copy(log = robbed.log + "Seat $seat rolls 7 — the robber rides.")
|
||||
} else {
|
||||
applyProduction(s, total)
|
||||
}
|
||||
}
|
||||
|
||||
/** Dice derived from the seed and the count of random events so far. */
|
||||
private fun derivedDice(state: CatanState): List<Int> {
|
||||
val rng = Random(state.seed * 1_000_003L + state.rngStep)
|
||||
return listOf(rng.nextInt(6) + 1, rng.nextInt(6) + 1)
|
||||
}
|
||||
|
||||
private fun applyProduction(state: CatanState, number: Int): CatanState {
|
||||
val gains = List(state.playerCount) { mutableMapOf<Resource, Int>() }
|
||||
for (resource in Resource.entries) {
|
||||
var demand = 0
|
||||
for (h in 0 until CatanBoard.HEX_COUNT) {
|
||||
if (state.numbers[h] != number) continue
|
||||
if (h == state.robber) continue
|
||||
if (state.terrains[h].produces != resource) continue
|
||||
for (v in CatanBoard.HEX_CORNERS[h]) {
|
||||
val building = state.buildings[v] ?: continue
|
||||
val amount = if (building.type == BuildingType.CITY) 2 else 1
|
||||
gains[building.owner][resource] = (gains[building.owner][resource] ?: 0) + amount
|
||||
demand += amount
|
||||
}
|
||||
}
|
||||
// Official ruling: when the bank cannot meet the demand, nobody
|
||||
// receives that resource this roll.
|
||||
if (demand > bankSupply(state, resource)) {
|
||||
for (perSeat in gains) perSeat.remove(resource)
|
||||
}
|
||||
}
|
||||
|
||||
var s = state.copy(phase = CatanPhase.PLAYING)
|
||||
val whoGot = mutableListOf<String>()
|
||||
for (seat in 0 until s.playerCount) {
|
||||
val got = gains[seat].filterValues { it > 0 }
|
||||
if (got.isEmpty()) continue
|
||||
s = s.copy(resources = withCounts(s.resources, seat, got, 1))
|
||||
whoGot += "seat $seat takes ${describe(got)}"
|
||||
}
|
||||
val said = if (whoGot.isEmpty()) "nothing for anyone" else whoGot.joinToString(", ")
|
||||
return s.copy(
|
||||
log = s.log + "Seat ${state.turn} rolls ${state.lastDice.joinToString(" + ")} — $said.",
|
||||
)
|
||||
}
|
||||
|
||||
private fun applyDiscard(state: CatanState, seat: Int, move: Discard): CatanState {
|
||||
var s = state.copy(resources = withCards(state.resources, seat, move.cards, -1))
|
||||
val next = nextDiscarder(s, seat)
|
||||
s = if (next != null) {
|
||||
s.copy(discardSeat = next)
|
||||
} else {
|
||||
s.copy(phase = CatanPhase.ROBBER, discardSeat = null)
|
||||
}
|
||||
return s.copy(log = s.log + "Seat $seat discards ${describe(countOf(move.cards))}.")
|
||||
}
|
||||
|
||||
private fun nextDiscarder(state: CatanState, after: Int): Int? =
|
||||
((after + 1) until state.playerCount).firstOrNull { state.resourceCount(it) > 7 }
|
||||
|
||||
private fun applyRobber(state: CatanState, seat: Int, move: MoveRobber): CatanState {
|
||||
val hex = CatanBoard.hexIndex[move.hex]
|
||||
?: throw IllegalArgumentException("No hex at ${move.hex}")
|
||||
var s = state.copy(robber = hex, rngStep = state.rngStep + 1)
|
||||
var stolen: String? = null
|
||||
if (move.victim != null) {
|
||||
// One card at random from the victim's hand, derived like the
|
||||
// dice: same seed, next random event.
|
||||
val rng = Random(state.seed * 1_000_003L + state.rngStep)
|
||||
val victimHand = state.handOf(move.victim)
|
||||
val card = victimHand[rng.nextInt(victimHand.size)]
|
||||
val less = withCards(s.resources, move.victim, listOf(card), -1)
|
||||
s = s.copy(resources = withCards(less, seat, listOf(card), 1))
|
||||
stolen = " and steals a ${card.name.lowercase()} from seat ${move.victim}"
|
||||
}
|
||||
return s.copy(
|
||||
phase = CatanPhase.PLAYING,
|
||||
log = s.log + "Seat $seat moves the robber to the ${terrainName(state.terrains[hex])}" +
|
||||
" (${move.hex.q},${move.hex.r})$stolen.",
|
||||
)
|
||||
}
|
||||
|
||||
private fun applyBuildRoad(state: CatanState, seat: Int, move: BuildRoad): CatanState {
|
||||
val free = state.phase == CatanPhase.FREE_ROADS
|
||||
var s = state.copy(roads = state.roads.toMutableList().also { it[move.edge] = seat })
|
||||
if (!free) s = payCost(s, seat, ROAD_COST)
|
||||
s = refreshLongestRoad(s)
|
||||
if (free) {
|
||||
val left = s.pendingFreeRoads - 1
|
||||
s = s.copy(pendingFreeRoads = left)
|
||||
if (left == 0) s = s.copy(phase = CatanPhase.PLAYING)
|
||||
}
|
||||
return checkWin(s.copy(log = s.log + "Seat $seat builds a road on ${move.edge}."))
|
||||
}
|
||||
|
||||
private fun applyBuildSettlement(state: CatanState, seat: Int, move: BuildSettlement): CatanState {
|
||||
var s = state.copy(
|
||||
buildings = state.buildings.toMutableList().also {
|
||||
it[move.vertex] = CatanBuilding(BuildingType.SETTLEMENT, seat)
|
||||
},
|
||||
)
|
||||
s = payCost(s, seat, SETTLEMENT_COST)
|
||||
// A settlement can break another player's road, so the award is
|
||||
// recomputed for everyone.
|
||||
s = refreshLongestRoad(s)
|
||||
return checkWin(s.copy(log = s.log + "Seat $seat builds a settlement at ${move.vertex}."))
|
||||
}
|
||||
|
||||
private fun applyBuildCity(state: CatanState, seat: Int, move: BuildCity): CatanState {
|
||||
var s = state.copy(
|
||||
buildings = state.buildings.toMutableList().also {
|
||||
it[move.vertex] = CatanBuilding(BuildingType.CITY, seat)
|
||||
},
|
||||
)
|
||||
s = payCost(s, seat, CITY_COST)
|
||||
return checkWin(s.copy(log = s.log + "Seat $seat raises a city at ${move.vertex}."))
|
||||
}
|
||||
|
||||
private fun applyBuyDevCard(state: CatanState, seat: Int): CatanState {
|
||||
val card = state.devDeck.first().copy(boughtTurn = state.turnNumber)
|
||||
val hands = state.devHands.toMutableList().also { it[seat] = it[seat] + card }
|
||||
return payCost(state, seat, DEV_COST).copy(
|
||||
devDeck = state.devDeck.drop(1),
|
||||
devHands = hands,
|
||||
devHandCounts = hands.map { it.size },
|
||||
// What was bought is not announced — only that something was.
|
||||
log = state.log + "Seat $seat buys a development card.",
|
||||
)
|
||||
}
|
||||
|
||||
private fun applyPlayKnight(state: CatanState, seat: Int, move: PlayKnight): CatanState {
|
||||
val hands = removeCard(state, seat, move.card)
|
||||
val played = state.knightsPlayed.toMutableList().also { it[seat] = it[seat] + 1 }
|
||||
var s = state.copy(
|
||||
devHands = hands,
|
||||
devHandCounts = hands.map { it.size },
|
||||
knightsPlayed = played,
|
||||
devCardPlayedThisTurn = true,
|
||||
phase = CatanPhase.ROBBER,
|
||||
)
|
||||
s = refreshLargestArmy(s, seat)
|
||||
return s.copy(log = s.log + "Seat $seat plays a knight.")
|
||||
}
|
||||
|
||||
private fun applyPlayRoadBuilding(state: CatanState, seat: Int, move: PlayRoadBuilding): CatanState {
|
||||
val hands = removeCard(state, seat, move.card)
|
||||
return state.copy(
|
||||
devHands = hands,
|
||||
devHandCounts = hands.map { it.size },
|
||||
devCardPlayedThisTurn = true,
|
||||
phase = CatanPhase.FREE_ROADS,
|
||||
pendingFreeRoads = 2,
|
||||
log = state.log + "Seat $seat plays Road Building.",
|
||||
)
|
||||
}
|
||||
|
||||
private fun applyPlayMonopoly(state: CatanState, seat: Int, move: PlayMonopoly): CatanState {
|
||||
val resource = move.resource
|
||||
var resources = state.resources
|
||||
var seized = 0
|
||||
for (other in 0 until state.playerCount) {
|
||||
if (other == seat) continue
|
||||
val held = state.resources[other][resource] ?: 0
|
||||
if (held == 0) continue
|
||||
resources = withCounts(withCards(resources, other, List(held) { resource }, -1), seat, mapOf(resource to held), 1)
|
||||
seized += held
|
||||
}
|
||||
val hands = removeCard(state, seat, move.card)
|
||||
return state.copy(
|
||||
resources = resources,
|
||||
devHands = hands,
|
||||
devHandCounts = hands.map { it.size },
|
||||
devCardPlayedThisTurn = true,
|
||||
log = state.log + "Seat $seat plays Monopoly — seizes $seized ${resource.name.lowercase()}.",
|
||||
)
|
||||
}
|
||||
|
||||
private fun applyPlayYearOfPlenty(state: CatanState, seat: Int, move: PlayYearOfPlenty): CatanState {
|
||||
val hands = removeCard(state, seat, move.card)
|
||||
return state.copy(
|
||||
resources = withCards(state.resources, seat, move.take, 1),
|
||||
devHands = hands,
|
||||
devHandCounts = hands.map { it.size },
|
||||
devCardPlayedThisTurn = true,
|
||||
log = state.log + "Seat $seat plays Year of Plenty — takes ${describe(countOf(move.take))}.",
|
||||
)
|
||||
}
|
||||
|
||||
private fun applyOfferTrade(state: CatanState, seat: Int, move: OfferTrade): CatanState =
|
||||
state.copy(
|
||||
phase = CatanPhase.TRADE_PENDING,
|
||||
pendingTrade = TradeOffer(by = seat, to = move.to, give = move.give, get = move.get),
|
||||
log = state.log + "Seat $seat offers ${describe(countOf(move.give))} for " +
|
||||
"${describe(countOf(move.get))} to seat ${move.to}.",
|
||||
)
|
||||
|
||||
private fun applyAcceptTrade(state: CatanState, seat: Int): CatanState {
|
||||
val offer = state.pendingTrade!!
|
||||
var resources = withCards(state.resources, offer.to, offer.get, -1)
|
||||
resources = withCards(resources, offer.by, offer.give, -1)
|
||||
resources = withCards(resources, offer.by, offer.get, 1)
|
||||
resources = withCards(resources, offer.to, offer.give, 1)
|
||||
return state.copy(
|
||||
phase = CatanPhase.PLAYING,
|
||||
pendingTrade = null,
|
||||
resources = resources,
|
||||
log = state.log + "Seat $seat accepts — the cards cross the table.",
|
||||
)
|
||||
}
|
||||
|
||||
private fun applyDeclineTrade(state: CatanState, seat: Int): CatanState =
|
||||
state.copy(
|
||||
phase = CatanPhase.PLAYING,
|
||||
pendingTrade = null,
|
||||
log = state.log + "Seat $seat declines the offer.",
|
||||
)
|
||||
|
||||
private fun applyMaritimeTrade(state: CatanState, seat: Int, move: MaritimeTrade): CatanState {
|
||||
val ratio = bestPortRatio(state, seat, move.give)
|
||||
val paid = withCards(state.resources, seat, List(ratio) { move.give }, -1)
|
||||
val s = state.copy(resources = withCards(paid, seat, listOf(move.get), 1))
|
||||
val via = if (ratio == 4) "the bank" else "a $ratio:1 harbour"
|
||||
return s.copy(
|
||||
log = s.log + "Seat $seat trades $ratio ${move.give.name.lowercase()} for a " +
|
||||
"${move.get.name.lowercase()} via $via.",
|
||||
)
|
||||
}
|
||||
|
||||
private fun applyEndTurn(state: CatanState, seat: Int): CatanState {
|
||||
// Defensive: a player already at the target wins rather than passes.
|
||||
val settled = checkWin(state)
|
||||
if (settled.phase == CatanPhase.GAME_OVER) return settled
|
||||
|
||||
val next = (state.turn + 1) % state.playerCount
|
||||
val s = state.copy(
|
||||
turn = next,
|
||||
turnNumber = state.turnNumber + 1,
|
||||
phase = CatanPhase.AWAIT_ROLL,
|
||||
devCardPlayedThisTurn = false,
|
||||
pendingTrade = null,
|
||||
)
|
||||
// Someone can cross the target on another player's turn (a broken
|
||||
// Longest Road re-awarded to a third player); they win when their
|
||||
// own turn arrives.
|
||||
return checkWin(s)
|
||||
}
|
||||
|
||||
private fun applyEndFreeRoads(state: CatanState, seat: Int): CatanState =
|
||||
state.copy(
|
||||
phase = CatanPhase.PLAYING,
|
||||
pendingFreeRoads = 0,
|
||||
log = state.log + "Seat $seat forfeits the remaining free road.",
|
||||
)
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Scoring
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* Victory points everyone at the table can count: buildings, the two
|
||||
* awards, and nothing hidden. Hidden victory-point cards are added on
|
||||
* top by [victoryPoints], which is only meaningful for the holder's own
|
||||
* view or the host's copy.
|
||||
*/
|
||||
fun publicVictoryPoints(state: CatanState): List<Int> {
|
||||
val points = IntArray(state.playerCount)
|
||||
state.buildings.forEach { building ->
|
||||
if (building != null) {
|
||||
points[building.owner] += if (building.type == BuildingType.CITY) 2 else 1
|
||||
}
|
||||
}
|
||||
state.longestRoadOwner?.let { points[it] += 5 }
|
||||
state.largestArmyOwner?.let { points[it] += 5 }
|
||||
return points.toList()
|
||||
}
|
||||
|
||||
fun victoryPoints(state: CatanState, seat: Int): Int =
|
||||
publicVictoryPoints(state)[seat] +
|
||||
state.devHands[seat].count { it.type == DevCardType.VICTORY_POINT }
|
||||
|
||||
private fun checkWin(state: CatanState): CatanState {
|
||||
if (state.phase == CatanPhase.GAME_OVER) return state
|
||||
val seat = state.turn
|
||||
val points = victoryPoints(state, seat)
|
||||
if (points < state.options.pointsToWin) return state
|
||||
return state.copy(
|
||||
phase = CatanPhase.GAME_OVER,
|
||||
winner = seat,
|
||||
log = state.log + "Seat $seat reveals $points victory points and wins.",
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* Recomputes everyone's road lengths and re-awards Longest Road.
|
||||
*
|
||||
* The award needs a strictly longer road than the holder's; equal length
|
||||
* leaves it where it is, exactly as the published rule keeps the first
|
||||
* builder ahead of a builder who merely matches them. If the holder's
|
||||
* road falls below five segments the award reopens to the longest road
|
||||
* of five or more, lowest seat first on a tie.
|
||||
*/
|
||||
private fun refreshLongestRoad(state: CatanState): CatanState {
|
||||
val lengths = (0 until state.playerCount).map { longestRoadFor(state, it) }
|
||||
val holder = state.longestRoadOwner
|
||||
val best = lengths
|
||||
.withIndex()
|
||||
.filter { it.value >= LONGEST_ROAD_MIN }
|
||||
.maxByOrNull { it.value } // first of the maximum: lowest seat on a tie
|
||||
|
||||
val newOwner = when {
|
||||
holder != null && lengths[holder] >= LONGEST_ROAD_MIN &&
|
||||
(best == null || best.value <= lengths[holder]) -> holder
|
||||
|
||||
else -> best?.index
|
||||
}
|
||||
if (newOwner == holder) return state
|
||||
val line = if (newOwner == null) {
|
||||
"Longest Road falls vacant."
|
||||
} else {
|
||||
"Seat $newOwner takes Longest Road (${lengths[newOwner]} segments)."
|
||||
}
|
||||
return state.copy(longestRoadOwner = newOwner, log = state.log + line)
|
||||
}
|
||||
|
||||
/**
|
||||
* The seat's longest single road: a simple path over its own edges that
|
||||
* never passes through an opponent's building and never revisits a
|
||||
* vertex (so a figure of two loops sharing an intersection counts as
|
||||
* one road, not two — the intersection is a branch).
|
||||
*/
|
||||
fun longestRoadFor(state: CatanState, seat: Int): Int {
|
||||
var best = 0
|
||||
val blocked = BooleanArray(CatanBoard.VERTEX_COUNT)
|
||||
for (v in 0 until CatanBoard.VERTEX_COUNT) {
|
||||
val building = state.buildings[v]
|
||||
if (building != null && building.owner != seat) blocked[v] = true
|
||||
}
|
||||
for (start in 0 until CatanBoard.VERTEX_COUNT) {
|
||||
if (CatanBoard.VERTEX_EDGES[start].none { state.roads[it] == seat }) continue
|
||||
val visited = BooleanArray(CatanBoard.VERTEX_COUNT)
|
||||
best = maxOf(best, roadDfs(state, seat, start, blocked, visited))
|
||||
}
|
||||
return best
|
||||
}
|
||||
|
||||
private fun roadDfs(
|
||||
state: CatanState,
|
||||
seat: Int,
|
||||
v: Int,
|
||||
blocked: BooleanArray,
|
||||
visited: BooleanArray,
|
||||
): Int {
|
||||
visited[v] = true
|
||||
var best = 0
|
||||
for (e in CatanBoard.VERTEX_EDGES[v]) {
|
||||
if (state.roads[e] != seat) continue
|
||||
val w = CatanBoard.otherEnd(e, v)
|
||||
if (visited[w]) continue
|
||||
if (blocked[w]) {
|
||||
// The segment may run up to an opponent's building, but not
|
||||
// through it.
|
||||
best = maxOf(best, 1)
|
||||
} else {
|
||||
best = maxOf(best, 1 + roadDfs(state, seat, w, blocked, visited))
|
||||
}
|
||||
}
|
||||
visited[v] = false
|
||||
return best
|
||||
}
|
||||
|
||||
/**
|
||||
* Recomputes Largest Army: first to three knights takes it, and it is
|
||||
* stolen only by a strictly larger army.
|
||||
*/
|
||||
private fun refreshLargestArmy(state: CatanState, seat: Int): CatanState {
|
||||
val holder = state.largestArmyOwner
|
||||
val newOwner = when {
|
||||
holder == null && state.knightsPlayed[seat] >= LARGEST_ARMY_MIN -> seat
|
||||
holder != null && holder != seat &&
|
||||
state.knightsPlayed[seat] > state.knightsPlayed[holder] -> seat
|
||||
|
||||
else -> holder
|
||||
}
|
||||
if (newOwner == holder) return state
|
||||
return state.copy(
|
||||
largestArmyOwner = newOwner,
|
||||
log = state.log + "Seat $newOwner takes Largest Army (${state.knightsPlayed[seat]} knights).",
|
||||
)
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Resources
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/** The bank's remaining cards of [resource]: what is not in players' hands. */
|
||||
fun bankSupply(state: CatanState, resource: Resource): Int =
|
||||
BANK_PER_RESOURCE - state.resources.sumOf { it[resource] ?: 0 }
|
||||
|
||||
private fun affordable(state: CatanState, seat: Int, cost: Map<Resource, Int>): Boolean =
|
||||
cost.all { (resource, need) -> (state.resources[seat][resource] ?: 0) >= need }
|
||||
|
||||
private fun payCost(state: CatanState, seat: Int, cost: Map<Resource, Int>): CatanState =
|
||||
state.copy(resources = withCounts(state.resources, seat, cost, -1))
|
||||
|
||||
private fun countOf(cards: List<Resource>): Map<Resource, Int> =
|
||||
cards.groupingBy { it }.eachCount()
|
||||
|
||||
/** Hands with [delta] of each resource added to (or, with negative sign, removed from) [seat]'s. */
|
||||
private fun withCounts(
|
||||
resources: List<Map<Resource, Int>>,
|
||||
seat: Int,
|
||||
delta: Map<Resource, Int>,
|
||||
sign: Int,
|
||||
): List<Map<Resource, Int>> {
|
||||
val hand = resources[seat].toMutableMap()
|
||||
for ((resource, n) in delta) hand[resource] = (hand[resource] ?: 0) + sign * n
|
||||
return resources.toMutableList().also { it[seat] = hand }
|
||||
}
|
||||
|
||||
/** Hands with each card of [cards] added to (or removed from) [seat]'s. */
|
||||
private fun withCards(
|
||||
resources: List<Map<Resource, Int>>,
|
||||
seat: Int,
|
||||
cards: List<Resource>,
|
||||
sign: Int,
|
||||
): List<Map<Resource, Int>> = withCounts(resources, seat, countOf(cards), sign)
|
||||
|
||||
/** The card with id [card], removed from [seat]'s hand. */
|
||||
private fun removeCard(state: CatanState, seat: Int, card: Int): List<List<DevCard>> =
|
||||
state.devHands.toMutableList().also { hands ->
|
||||
hands[seat] = hands[seat].filterNot { it.id == card }
|
||||
}
|
||||
|
||||
/**
|
||||
* The best ratio [seat] can trade [give] at: 2:1 through a matching
|
||||
* resource harbour, 3:1 through a generic one, otherwise the bank's 4:1.
|
||||
*/
|
||||
fun bestPortRatio(state: CatanState, seat: Int, give: Resource): Int {
|
||||
var best = 4
|
||||
for (port in state.ports) {
|
||||
if (port.resource != null && port.resource != give) continue
|
||||
if (port.ratio >= best) continue
|
||||
val (a, b) = CatanBoard.EDGE_VERTICES[port.edge]
|
||||
val mine = state.buildings[a]?.owner == seat || state.buildings[b]?.owner == seat
|
||||
if (mine) best = port.ratio
|
||||
}
|
||||
return best
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Results, redaction and wire format
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
override fun isFinished(state: CatanState): Boolean = state.phase == CatanPhase.GAME_OVER
|
||||
|
||||
override fun summary(state: CatanState): String = when (val winner = state.winner) {
|
||||
null -> publicVictoryPoints(state)
|
||||
.mapIndexed { seat, points -> "S$seat $points" }
|
||||
.joinToString(" ")
|
||||
|
||||
else -> "Seat $winner wins"
|
||||
}
|
||||
|
||||
override fun viewFor(state: CatanState, seat: Int): CatanState = state.copy(
|
||||
// Hidden information stays with the holder and the host.
|
||||
devDeck = emptyList(),
|
||||
devHands = state.devHands.mapIndexed { index, hand ->
|
||||
if (index == seat) hand else emptyList()
|
||||
},
|
||||
)
|
||||
|
||||
override fun encodeState(state: CatanState): String = json.encodeToString(state)
|
||||
|
||||
override fun decodeState(json: String): CatanState = this.json.decodeFromString(json)
|
||||
|
||||
override fun encodeMove(move: CatanMove): String = json.encodeToString(move)
|
||||
|
||||
override fun decodeMove(json: String): CatanMove = this.json.decodeFromString(json)
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Wording
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
private fun describe(counts: Map<Resource, Int>): String =
|
||||
counts.entries.joinToString(" + ") { (resource, n) -> "$n ${resource.name.lowercase()}" }
|
||||
|
||||
private fun terrainName(terrain: Terrain): String =
|
||||
terrain.name.lowercase().replace('_', ' ')
|
||||
}
|
||||
@@ -64,6 +64,21 @@ interface GameRules<S : Any, M : Any> {
|
||||
|
||||
fun legalMoves(state: S, seat: Int): List<M>
|
||||
|
||||
/**
|
||||
* Whether [move] is currently legal for [seat].
|
||||
*
|
||||
* Defaults to membership in [legalMoves], which is everything a game
|
||||
* with a small, enumerable move set needs. A game whose move space is
|
||||
* combinatorial — Catan's trade offers name any two multisets of cards —
|
||||
* overrides this and validates structurally instead, because enumerating
|
||||
* every intent would explode the list the UI and the network driver work
|
||||
* from. Gates that check a specific move should call this method rather
|
||||
* than testing list membership directly, so both kinds of game behave the
|
||||
* same way.
|
||||
*/
|
||||
fun isLegalMove(state: S, seat: Int, move: M): Boolean =
|
||||
move in legalMoves(state, seat)
|
||||
|
||||
/**
|
||||
* Applies [move] on behalf of [seat].
|
||||
*
|
||||
|
||||
@@ -349,7 +349,7 @@ class MatchController<S : Any, M : Any>(
|
||||
seatPeers[seat]?.let { peers[it]?.send(Rejected("It is not your turn.")) }
|
||||
return
|
||||
}
|
||||
if (move !in rules.legalMoves(current, seat)) {
|
||||
if (!rules.isLegalMove(current, seat, move)) {
|
||||
seatPeers[seat]?.let { peers[it]?.send(Rejected("That move is not legal.")) }
|
||||
return
|
||||
}
|
||||
@@ -424,7 +424,7 @@ class MatchController<S : Any, M : Any>(
|
||||
// throws on a move that is no longer legal, and there is nothing
|
||||
// above this to catch it.
|
||||
if (rules.currentSeat(live) != seat) return@withLock false
|
||||
if (move !in rules.legalMoves(live, seat)) return@withLock false
|
||||
if (!rules.isLegalMove(live, seat, move)) return@withLock false
|
||||
authoritative = rules.applyMove(live, seat, move)
|
||||
publish()
|
||||
true
|
||||
|
||||
Reference in New Issue
Block a user